- May 2021
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markdangerchen.net markdangerchen.net
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The goal of the game is to turn the push-pull of data between us nonplayer characters and between us and our devices into money.
Us (NPC) vs moneymakers, corporate companies (the game)
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www.theatlantic.com www.theatlantic.com
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Game developers and players have critiqued gamification on the grounds that it gets games wrong, mistaking incidental properties like points and levels for primary features like interactions with behavioral complexity.
I find this specific selection interesting as games can be considered wrong. To me, I feel like games and their specific features could be subjective, and whether it can be enjoyed depends on individual players.
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What concerns me is that this is just one aspect of a kind of infrastructural violence being done to all of us, all of the time, and we’re still struggling to find a way to even talk about it, to describe its mechanisms and its actions and its effects.
As someone who started using the internet an unusually early age, I can say that this infrastructural violence literally applies to everybody. Content is marketed towards literally every existing human on Earth, and there isn't really a way to avoid it.
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- Apr 2021
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www.theguardian.com www.theguardian.com
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“I really do not think that QAnon as we know it today would have been able to happen without the affordances of Facebook.”
I believe that Facebook's policies and guidelines changed shortly after this event regarding filters and safety
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markdangerchen.net markdangerchen.net
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The successes and failures of the virtual being Bead Bead (me in my vir-tual identity) are a delicious blend of my doing and not my doing.
I love how this is worded, because while the character is being controlled by the player, that does not mean the player IS the character, nor do they have the same abilities or traits.
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The abstraction of real world biases into gameplay systems is an imperfect way of capturing the complexities of systemic issues in reality but it positions the player clearly within certain places in the game world. It provides context.
I find it really interesting that video game creators can make statements within their games without its players even really realizing it. These real world biases can be seen in multiple different patterns as well.
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markdangerchen.net markdangerchen.net
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The second paragraph on page 1 helps explain ergodic literature, but I'm wondering -- can ergodic literature go from nonergodic to ergodic based on time? What about language barriers?
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markdangerchen.net markdangerchen.net
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Dividing games into constra ints and state allows us to make a valuable d istinction between the framework tha t structures a play experience an d the p lay experience itself.
Its easier for me to understand this concept when I say that state fits into constraint based on the individual choices made by the player.
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markdangerchen.net markdangerchen.net
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Many mobile webusers rarely or never use a desktop, laptop, or tablet to access the web. Advancements inmobile tech and the technology of virtual reality, or immersive nonphysical environmentsthat simulate the physical, have also brought about a huge increase in games and gamingthat are enjoyed on mobile devices
I never really considered the accessibility that cell phones have -- regardless of social class or income, it is incredibly common for everybody to have a cell phone, I would even consider it a basic necessity because it allows for basic communication.
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blogs.scientificamerican.com blogs.scientificamerican.com
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"We're a generation of idiots -- smartphones and dumb people."
I really appreciate this specific line, although blunt. I understand the general message of this video, but there are several points that I disagree with. Our world is constantly changing, and I do not think that deleting all of our social media would necessarily be beneficial.
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